LGR - Duke Nukem 3D 20th Anniversary!

The 20th Anniversary of Duke Nukem 3D: A Gaming Odyssey

As of January 29th, 2016, Duke Nukem 3D is 20 years old. This milestone marks the release of the MS DOS shareware version of the game by 3D Realms on December 23rd, 1995, but I'm going to dive into the story of how this iconic game impacted my life in a way that nothing else could have prepared me for.

The moment I saw Duke Nukem 3D in stores in '96 was like being blown away. The embossed artwork on the box was superb, and the screenshots looked better than anything I'd ever seen. And of course, it was Duke Nukem – the original Duke Nukem in 1991 was one of the first games I'd played, shortly after being introduced to Crystal Caves and Commander Keen: Goodbye Galaxy! Then my Uncle Mark got me Duke Nukem 2 for Christmas a couple of years later, and it enthralled me even more with its awesome music and vibrant graphics.

Then 1996 rolled around, and I was standing in a Software Etc store at the local mall, holding this box in my hands. Drooling over a 3D game featuring one of my favorite 2D characters! There was one problem: I was 10 years old, and it was rated for mature audiences only, and my parents rightfully said no to buying it. So I ended up buying The Need for Speed Special Edition instead, leaving Duke to rest in the back of my mind as I happily filled my days with speeding Dodge Vipers.

That is, until the summer of 1998. A friend of mine had a copy of Duke 3D that was acquired through, uh... less than legitimate means. I rushed home with that thing and promptly played through the entire game in one sitting. It was better than I ever dreamed of dude! It was just so real to me – like nothing even compared. Up to that point, the only first-person shooters I knew were Wolfenstein 3D and Doom, while those were lots of fun, Duke 3D had so many things I'd never seen in a game.

It was a first-person shooter based on the real world for one thing! I mean, sure, you also shot aliens with shrink rays and explored extraterrestrial spaceports. But all the stuff based on earth made it sealed entirely unique – movie theaters, restaurants, bank vaults, subway stations, movie sets! All packed with believable detail. Compared to the repetitive corridors of Wolf 3D, and the otherworldly hellscapes of Doom, these locations were amazing to me. Not only did the levels feel like real places but they were also hugely interactive – you could open up cabinets, you could pee into toilets, you could play pool, you could break TVs, you could even... oh my, tip exotic dancers. Ahem, so yes Duke Nukem 3D and puberty arrived at right about the same time for me, which was fitting because the entire game is an adolescent straight male fantasy – shoot the aliens, save the babes, simple as that.

And coincidentally, once my voice dropped a few octaves, it turned out I could pass off a rather passable impression of Duke Nukem himself! And while there were plenty of other Duke Nukem games that came out after that, they were all on consoles I didn't have until much later on. So I stuck to Duke 3D for years and I had no problem with that because the game was hugely replayable, especially with mods! I took trips to this local Barnes and Noble to read everything I could about modifying the game, mostly by diving into the official Duke Nukem 3D level design handbook. I must have read this thing a hundred times once I got my own copy.

I just couldn't stop making stuff! I designed my own levels, coded in my own objects, created my own textures, recorded my own voiceovers – and even made some of the infamous ' Deathmatch' mods for it. The level design was an experience that has been unmatched in my gaming journey so far. It was incredibly addictive and rewarding to create new content. I found myself spending hours on creating new missions, editing maps, testing out different strategies and techniques.

The game's modding community is still thriving today, with a dedicated group of fans constantly pushing the boundaries of what can be done within the game engine. The level design in Duke Nukem 3D has influenced many other games since its release, including popular titles such as Half-Life, which borrowed heavily from it and incorporated similar gameplay mechanics into its own single-player campaign.

The development of mods for Duke Nukem 3D has also created a sense of community among players. Players would collaborate with one another to create new content, share tips and tricks on how to improve their gameplay skills, and even trade resources such as maps and custom models. The modding scene has become an essential part of the game's identity, providing endless hours of entertainment for fans.

The impact that Duke Nukem 3D had on my life cannot be overstated. Without these individuals – the developers, designers, artists, and community members who worked tirelessly to create new content, update old levels, fix bugs, and push the boundaries of what is possible within the game engine – I would not be the person I am today.

And seeing as I quite enjoy being me these days, thank you. Happy birthday, Duke!

"WEBVTTKind: captionsLanguage: enAs of January 29th, 2016, Duke Nukem 3D is20 years old3D Realms released the MS DOS sharewareversion that day in 1996 and man,nothing could have prepared me for it. Igenuinely struggle to put into wordsthe full effect it had on my gamingpreferences, my creativity, and even mypersonality. The moment I saw this boxinstores in '96 I was blownaway. The embossed artwork was superb,the screenshots looked better thananything I've ever seen, and dang it wasDuke Nukem! The original Duke Nukem in1991 was one of the first games I'dever played,shortly after being introduced toCrystal Caves and Commander Keen: GoodbyeGalaxy! Then my Uncle Mark got meDuke Nukem 2 for Christmas a coupleyears later and it enthralled me even morewith its awesome music and vibrantgraphics. Then 1996 rolled around and thereI was... standing in a Software Etc storeat the local mall, holding this box in myhands...Drooling over a 3d game featuring one ofmy favorite 2d characters! There was oneproblem: I was 10 years old and it wasrated for mature audiences onlyand my parents rightfully said no to buyingit. So I ended up buying The Need forSpeed Special Edition instead, leavingDuke to rest in the back of my mind as Ihappily filled my days with speedingDodge Vipers. That is, until the summer of1998. A friend of mine had a copy of Duke3d that was acquired through, uh... less thanlegitimate means. I rushed home with thatthing and prompty played through theentire game in one sitting. It was betterthan I ever dreamed of dude! It was justso real to me, like, nothing even compared! Up tothat point the only first-personshooters that I knew where Wolfenstein3d and Doom and while those were lots offun, Duke 3d had so many things I'd neverseen in a game.It was a first personshooter based in the real world for onething! I mean, sure, you also shot aliens with shrink raysand explored extraterrestrial spaceports. But all the stuff based on earthmade it sealed entirely unique!Movie theaters, restaurants, bank vaults,subway stations, movie sets! All packedwith believable detail. Compared tothe repetitive corridors of wolf 3d, andthe otherworldly hellscapes of Doom,these locations were amazing to me. Notonly did the levels feel like real placesbut they were also hugely interactive! Youcould open up cabinets, you could pee intoilets, you could play pool, you couldbreak TV's, you could even... oh my, tipexotic dancers. Ahem, so yes Duke Nukem 3D andpuberty arrived at right about the sametime for me, which, was fitting becausethe entire game is an adolescentstraight male fantasy. Shoot the aliens,save the babes, simple as that.And coincidentally, once my voice droppeda few octaves, it turned out I could pass offa rather passable impression of Duke Nukemhimself! And while there were plentyof other Duke Nukem games that came outafter that they were all on consoles Ididn't have until much later on. So Istuck to Duke 3d for years and I had noproblem with that. Because the game washugely replayable, especially with mods!I took trips to this local Barnes andNoble to read everything I could aboutmodifying the game, mostly by diving intothe official Duke Nukem 3d level designhandbook. I must have read this thing ahundred times once I got my own copy. Ijust couldn't stop making stuff! I designedmy own levels, coded in my own objects,created my own textures, recorded myown sound files; you name it, I probablypulled it off, or tried my best to do so.My desire to customize the gameencouraged me to learn new applications,new programming languages, and developskills in audio and image editing thatlaid the foundation for what I do today.To some, Duke Nukem 3D was just a goodgame with an immature plot. But to me itwas more than that. It became a passionthat sparked an interest in creativeprocesses that lasted well intoadulthood.So on this twentieth anniversary of thegame's release I just want to thankeveryone at 3D Realms that worked on it,as well as the excellent community ofDuke fans that has supported the gametirelessly ever since.Without these individuals I would not bethe person I am today. And seeing as Iquite enjoy being me these days,thank you. Happy birthday, Duke!Hi there! Did you like this video? Well, I liked making it. I hope you likedwatching it.If you did then watch some others if you would like to.You can click these or just subscribe orlook around for more videos in thefuture every Monday and Friday here on LGR.There's also Twitter and Facebook if you wannacontact me that way, as well as Patreonif you'd like to do the whole monetarysupport thing and see videos early!And as always, thank you forwatching.\n"